/** * @author Richard Davey (@photonstorm) * @author Felipe Alfonso (@bitnenfer) * @copyright 2017 Photon Storm Ltd. * @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License} */ var CONST = require('../../const'); var BlitterBatch = require('./renderers/blitterbatch/BlitterBatch'); var QuadBatch = require('./renderers/quadbatch/QuadBatch'); var SpriteBatch = require('./renderers/spritebatch/SpriteBatch'); var TileBatch = require('./renderers/tilebatch/TileBatch'); var ShapeBatch = require('./renderers/shapebatch/ShapeBatch'); var EffectRenderer = require('./renderers/effectrenderer/EffectRenderer'); var TilemapRenderer = require('./renderers/tilemaprenderer/TilemapRenderer'); var BlendModes = require('../BlendModes'); var ScaleModes = require('../ScaleModes'); var ResourceManager = require('./ResourceManager'); var Resources = require('./resources'); var Snapshot = require('../../snapshot/Snapshot'); var WebGLRenderer = function (game) { this.game = game; this.type = CONST.WEBGL; this.width = game.config.width * game.config.resolution; this.height = game.config.height * game.config.resolution; this.resolution = game.config.resolution; this.view = game.canvas; // All of these settings will be able to be controlled via the Game Config this.config = { clearBeforeRender: true, transparent: false, autoResize: false, preserveDrawingBuffer: false, WebGLContextOptions: { alpha: true, antialias: true, premultipliedAlpha: true, stencil: true, preserveDrawingBuffer: false } }; this.contextLost = false; this.maxTextures = 1; this.multiTexture = false; this.blendModes = []; this.gl = null; this.extensions = null; this.rendererArray = []; this.blitterBatch = null; this.aaQuadBatch = null; this.spriteBatch = null; this.shapeBatch = null; this.effectRenderer = null; this.currentRenderer = null; this.currentTexture = null; this.shaderCache = {}; this.currentShader = null; this.resourceManager = null; this.currentRenderTarget = null; this.snapshotCallback = null; this.scissor = { enabled: false, x: 0, y: 0, width: 0, height: 0 }; this.init(); }; WebGLRenderer.prototype.constructor = WebGLRenderer; WebGLRenderer.prototype = { init: function () { // console.log('WebGLRenderer.init'); this.gl = this.view.getContext('webgl', this.config.WebGLContextOptions) || this.view.getContext('experimental-webgl', this.config.WebGLContextOptions); if (!this.gl) { this.contextLost = true; throw new Error('This browser does not support WebGL. Try using the Canvas renderer.'); } var gl = this.gl; var color = this.game.config.backgroundColor; this.resourceManager = new ResourceManager(gl); gl.disable(gl.DEPTH_TEST); gl.disable(gl.CULL_FACE); gl.enable(gl.BLEND); gl.clearColor(color.redGL, color.greenGL, color.blueGL, color.alphaGL); // Map Blend Modes var add = [ gl.SRC_ALPHA, gl.DST_ALPHA ]; var normal = [ gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA, gl.ONE, gl.ONE_MINUS_SRC_ALPHA ]; var multiply = [ gl.DST_COLOR, gl.ONE_MINUS_SRC_ALPHA ]; var screen = [ gl.SRC_ALPHA, gl.ONE ]; this.blendModes = [ normal, add, multiply, screen, normal, normal, normal, normal, normal, normal, normal, normal, normal, normal, normal, normal, normal ]; this.blendMode = -1; this.extensions = gl.getSupportedExtensions(); this.blitterBatch = this.addRenderer(new BlitterBatch(this.game, gl, this)); this.quadBatch = this.addRenderer(new QuadBatch(this.game, gl, this)); this.spriteBatch = this.addRenderer(new SpriteBatch(this.game, gl, this)); this.shapeBatch = this.addRenderer(new ShapeBatch(this.game, gl, this)); this.effectRenderer = this.addRenderer(new EffectRenderer(this.game, gl, this)); this.tileBatch = this.addRenderer(new TileBatch(this.game, gl, this)); this.tilemapRenderer = this.addRenderer(new TilemapRenderer(this.game, gl, this)); this.currentRenderer = this.spriteBatch; this.setBlendMode(0); this.resize(this.width, this.height); }, createTexture: function (source, width, height) { width = source ? source.width : width; height = source ? source.height : height; var pot = ((width & (width - 1)) == 0 && (height & (height - 1)) == 0); var gl = this.gl; var filter = gl.NEAREST; var wrap = pot ? gl.REPEAT : gl.CLAMP_TO_EDGE; if (!source.glTexture) { if (source.scaleMode === ScaleModes.LINEAR) { filter = gl.LINEAR; } else if (source.scaleMode === ScaleModes.NEAREST || this.game.config.pixelArt) { filter = gl.NEAREST; } if (!source && typeof width === 'number' && typeof height === 'number') { source.glTexture = this.resourceManager.createTexture( 0, filter, filter, wrap, wrap, gl.RGBA, null, width, height ); } else { source.glTexture = this.resourceManager.createTexture( 0, filter, filter, wrap, wrap, gl.RGBA, source.image ); } } this.currentTexture = null; }, setTexture: function (texture) { if (this.currentTexture !== texture) { var gl = this.gl; this.currentRenderer.flush(); gl.activeTexture(gl.TEXTURE0); if (texture !== null) { gl.bindTexture(gl.TEXTURE_2D, texture.texture); } else { gl.bindTexture(gl.TEXTURE_2D, null); } this.currentTexture = texture; } }, setRenderer: function (renderer, texture, renderTarget) { this.setTexture(texture); this.setRenderTarget(renderTarget); if (this.currentRenderer !== renderer || this.currentRenderer.shouldFlush()) { this.currentRenderer.flush(); this.currentRenderer = renderer; } }, setRenderTarget: function (renderTarget) { var gl = this.gl; if (this.currentRenderTarget !== renderTarget) { this.currentRenderer.flush(); if (renderTarget !== null) { gl.bindFramebuffer(gl.FRAMEBUFFER, renderTarget.framebufferObject); if (renderTarget.shouldClear) { gl.clearColor(0, 0, 0, 0); gl.clear(gl.COLOR_BUFFER_BIT); renderTarget.shouldClear = false; } } else { gl.bindFramebuffer(gl.FRAMEBUFFER, null); gl.viewport(0, 0, this.width, this.height); } this.currentRenderTarget = renderTarget; } }, resize: function (width, height) { var resolution = this.game.config.resolution; this.width = width * resolution; this.height = height * resolution; this.view.width = this.width; this.view.height = this.height; if (this.autoResize) { this.view.style.width = (this.width / resolution) + 'px'; this.view.style.height = (this.height / resolution) + 'px'; } this.gl.viewport(0, 0, this.width, this.height); for (var i = 0, l = this.rendererArray.length; i < l; ++i) { this.rendererArray[i].bind(); this.rendererArray[i].resize(width, height, resolution); } this.currentRenderer.bind(); }, // Call at the start of the render loop preRender: function () { this.setRenderTarget(null); // No point rendering if our context has been blown up! if (this.contextLost) { return; } // Add Pre-render hook var gl = this.gl; var color = this.game.config.backgroundColor; gl.clearColor(color.redGL, color.greenGL, color.blueGL, color.alphaGL); // Some drivers require to call glClear gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT | gl.STENCIL_BUFFER_BIT); this.setBlendMode(BlendModes.NORMAL); }, /** * Renders a single State. * * @method render * @param {Phaser.State} state - The State to be rendered. * @param {number} interpolationPercentage - The cumulative amount of time that hasn't been simulated yet, divided * by the amount of time that will be simulated the next time update() * runs. Useful for interpolating frames. */ render: function (state, children, interpolationPercentage, camera) { // Could move to the State Systems or MainLoop var gl = this.gl; this.scissor.enabled = (camera.x !== 0 || camera.y !== 0 || camera.width !== gl.canvas.width || camera.height !== gl.canvas.height); this.setRenderTarget(null); if (this.scissor.enabled) { gl.enable(gl.SCISSOR_TEST); this.scissor.x = camera.x; this.scissor.y = gl.drawingBufferHeight - camera.y - camera.height; this.scissor.width = camera.width; this.scissor.height = camera.height; gl.scissor(this.scissor.x, this.scissor.y, this.scissor.width, this.scissor.height); } // We could either clear color or render a quad var color = this.game.config.backgroundColor; gl.clearColor(color.redGL, color.greenGL, color.blueGL, color.alphaGL); gl.clear(gl.COLOR_BUFFER_BIT); var list = children.list; var length = list.length; for (var index = 0; index < length; ++index) { var child = list[index]; // Setting blend mode if needed var renderer = this.currentRenderer; var newBlendMode = child.blendMode; if (this.blendMode !== newBlendMode) { if (renderer) { renderer.flush(); } var blend = this.blendModes[newBlendMode]; gl.enable(gl.BLEND); if (blend.length > 2) { gl.blendFuncSeparate(blend[0], blend[1], blend[2], blend[3]); } else { gl.blendFunc(blend[0], blend[1]); } this.blendMode = newBlendMode; } // drawing child child.renderWebGL(this, child, interpolationPercentage, camera); renderer = this.currentRenderer; if (renderer.isFull() || renderer.shouldFlush()) { renderer.flush(); } } this.currentRenderer.flush(); if (camera._fadeAlpha > 0 || camera._flashAlpha > 0) { this.setRenderTarget(null); var quadBatch = this.quadBatch; quadBatch.bind(); // fade rendering quadBatch.add( camera.x, camera.y, camera.width, camera.height, camera._fadeRed, camera._fadeGreen, camera._fadeBlue, camera._fadeAlpha ); // flash rendering quadBatch.add( camera.x, camera.y, camera.width, camera.height, camera._flashRed, camera._flashGreen, camera._flashBlue, camera._flashAlpha ); quadBatch.flush(); this.currentRenderer.bind(); } if (this.scissor.enabled) { gl.disable(gl.SCISSOR_TEST); } }, // Called at the end of the render loop (tidy things up, etc) postRender: function () { this.currentRenderer.flush(); if (this.snapshotCallback) { this.snapshotCallback(Snapshot.WebGLSnapshot(this.view)); this.snapshotCallback = null; } // Add Post-render hook // console.log('%c render end ', 'color: #ffffff; background: #ff0000;'); }, snapshot: function (callback) { this.snapshotCallback = callback; }, destroy: function () { this.gl = null; }, createFBO: function () {}, setBlendMode: function (newBlendMode) { var gl = this.gl; var renderer = this.currentRenderer; var blend = null; if (this.blendMode !== newBlendMode) { if (renderer) { renderer.flush(); } blend = this.blendModes[newBlendMode]; gl.enable(gl.BLEND); if (blend.length > 2) { gl.blendFuncSeparate(blend[0], blend[1], blend[2], blend[3]); } else { gl.blendFunc(blend[0], blend[1]); } this.blendMode = newBlendMode; } }, addRenderer: function (rendererInstance) { var index = this.rendererArray.indexOf(rendererInstance); if (index < 0) { this.rendererArray.push(rendererInstance); return rendererInstance; } return null; }, setTextureFilterMode: function (texture, filterMode) { var gl = this.gl; var glFilter = [ gl.LINEAR, gl.NEAREST ][filterMode]; gl.bindTexture(gl.TEXTURE_2D, texture.texture); gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, glFilter); gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, glFilter); if (this.currentTexture !== null) { gl.bindTexture(gl.TEXTURE_2D, this.currentTexture.texture); } else { gl.bindTexture(gl.TEXTURE_2D, null); } return texture; }, uploadCanvasToGPU: function (srcCanvas, dstTexture, shouldUpdateResource) { var gl = this.gl; if (!dstTexture) { dstTexture = new Resources.Texture(null, 0, 0); /* only call this once */ dstTexture.texture = gl.createTexture(); } if (shouldUpdateResource) { /* Update resource */ gl.bindTexture(gl.TEXTURE_2D, dstTexture.texture); gl.texSubImage2D(gl.TEXTURE_2D, 0, 0, 0, gl.RGBA, gl.UNSIGNED_BYTE, srcCanvas); } else { /* Allocate or Reallocate resource */ gl.bindTexture(gl.TEXTURE_2D, dstTexture.texture); gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, srcCanvas); gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR); gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR); gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE); gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE); } dstTexture.width = srcCanvas.width; dstTexture.height = srcCanvas.height; /* we must rebind old texture */ this.currentTexture = null; return dstTexture; } }; module.exports = WebGLRenderer;